pineappledan
Deity
Reworks the 4 existing power plant buildings, and adds a 5th: the Tidal plant.

Tidal Turbine icon - Scottish Energy Industries Council
- All power plants now require Factory (previously, only Solar and Nuclear did)
- All Power plants now give +10% to Yield processes
- Nuclear plant stays as an option with no terrain augmentation, offering greater GP generation and a higher base production instead. Great for a city focused on specialists
- Solar plant re-focused to production on landlocked and desert cities.
- Hydroelectric Plant split with Tidal Plant into Freshwater and saltwater focuses. Hydro gives more yields than wind if you have lots of freshwater access. Tidal gives very high yields for island and ocean-focused cities.
- Hydro Plant (Requires 1 Aluminum, City must be on a River):
- +10
- +3
3
3
to River and Lake tiles
- +10% to all Yields Processes in City
- +10
- Wind Plant (Requires 1 Aluminum):
- +10
- +1
1
1
to All Tiles
- +10% to all Yields Processes in City
- +10
- Nuclear Plant (Requires 1 Uranium):
- +20
, +33%
- +25%
Great Person Rate in city
- +1
1
1
1
to all Specialists in City
- +10% to all Yields Processes in City
- +20
- Solar Plant (Requires 1 Aluminum, City must be on or next to Desert):
- +10
, +10%
- +1
1
to Non-Desert Land tiles
- +3
3
to Desert tiles
- +10% to all Yields Processes in City
- +10
- Tidal Plant (Requires 1 Aluminum, City must be on Coast)
- Unlocked at Alternative Energy
- +10
- +2
2
2
2
to Coast and Ocean tiles
- +10% to all Yields Processes in City
- Unlocked at Alternative Energy
Tidal Turbine icon - Scottish Energy Industries Council
Attachments
Last edited: